PENGEMBANGAN MEDIA MATHCHESS BERBASIS ANDROID UNTUK MENGATASI PERMASALAHAN PERKALIAN SISWA KELAS IV UPT SPF SDN 106828 SUMBEREJO
DOI:
https://doi.org/10.23969/jp.v11i01.36793Keywords:
Learning Media, Mathchess, AndroidAbstract
The problem in this study is the low learning outcomes of students in multiplication material in grade IV UPT SPF SDN 106828 Sumberejo, where 60% of students obtained scores below the KKM (70). Conventional mathematics learning and the lack of interesting learning media cause students to experience difficulties in understanding multiplication concepts and memorizing multiplication tables. The purpose of this study is to develop a valid, practical, and effective Android-based Mathchess learning media to overcome the multiplication problems of grade IV students. The research method used is Research and Development (R&D) with the ADDIE development model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects were 26 grade IV students of UPT SPF SDN 106828 Sumberejo. Data collection techniques used expert validation sheets, student response questionnaires, and learning outcome tests. Data were analyzed descriptively quantitatively to determine the level of validity, practicality, and effectiveness of the learning media. The results of a field trial involving 26 fourth-grade students of UPT SPF SDN 106828 Sumberejo showed the effectiveness of Mathchess media in improving students' multiplication skills. The trial data showed that students experienced a significant increase in mastery of multiplication material. A total of six students achieved the highest score of 87-90 with the ability to master multiplication up to number 9, ten students obtained a score of 80-86 with mastery of multiplication up to number 7, five students with a score of 77 were able to master multiplication up to number 6, and five students with a score of 70 mastered multiplication up to number 5. The average overall score of students reached 79.54, Based on the results of research and discussion on the development of Android-based Mathchess media to overcome the multiplication problems of fourth-grade students of UPT SPF SDN 106828 Sumberejo. The Mathchess learning media was declared valid and suitable for use based on validation results from material experts (81% - suitable), media experts (62% - suitable), and education practitioners (56.25% - quite suitable), with an average suitability of 66.42%.
Keywords: Learning Media, Mathchess, Android
Downloads
References
Amanda, R. (2023). Pengembangan Media Pembelajaran Berbasis Powtoon Untuk Meningkatkan Minat Belajar Siswa Pada Mata Pelajaran IPAS Di Kelas IV SD. Jurnal Inovasi Penelitian. 4(5), 983–990.
Anggraini, F. P., & Napitupulu, S. (2024). Pengembangan LKPD berbasis Wordwall menggunakan metode Teams Games Tournament (TGT) siswa pada pembelajaran IPAS kelas IV SD Negeri 104607 Sei Rotan. Didaktik: Jurnal Ilmiah PGSD STKIP Subang, 10(3), 364–374.
Amanullah, J., & Murni, E. S. Persepsi mahasiswa tentang penggunaan media zoom dalam pembelajaran menggambar. Jurnal Imajinasi, 6(2), 160-168.
Dwiyanti, N. K. E. M., Rati, N. W., & Lestari, L. P. S. (2023). Dampak Model Problem Based Learning Berbantuan Liveworksheet Terhadap Hasil Belajar IPA Siswa Kelas V SD. Jurnal Ilmiah Pendidikan Dan Pembelajaran, 7(2). https://doi.org/10.23887/jipp.v7i2.60494
Ghozal, S. A., & Irawan, L. Y. (2024). Wordwall sebagai media interaktif dan menarik. Jurnal Integrasi dan Harmoni Inovatif Ilmu-Ilmu Sosial, 4(4).
Handoyo, T., & Kamal, R. (2025). Pengembangan Bahan Ajar Berbasis Multimedia. Harmoni Pendidikan: Jurnal Ilmu Pendidikan, 2(1), 230-250.
Hidayat, A. N., & Pembelajaran, K. M. (2023). Analisis Karakteristik Media Pembelajaran Secara Umum. E-Jurnal Pendidikan Mutiara, 8(1), 29-36.
Hamza, A. (2014). Metode Penelitian & Pengembangan (Research and Development) Uji Produk Kuantitatif dan Kualitatif Proses dan Hasil. Cv. Literasi Nusantara Abadi.
Hidayat, R., & Abdillah, A. (2019). Ilmu pendidikan: konsep, teori dan aplikasinya. Lembaga Peduli Pengembangan Pendidikan Indonesia (LPPPI.
Hardeliska Pakpahan, T. Y., & Landong, A. (2023). Media gamifikasi Wordwall. Penerbit LPPM UMN Al Washliyah.
Khairulnnisa, (2024). Efektivitas pembelajaran simulasi berbantuan media Wordwall pada materi ekosistem di SD Negeri 060924 Medan Amplas. Jurnal Pendidikan Tambusai, 8(3), 48866–48871.
Majid, A. (2017). Bahan Ajar Siswa. Remaja Rosda Karya.
Munthe, S. E., Risnawaty, S., Sutikno, R. K., & Nofasari, E. (2024). Analisis Pengaruh Multimedia terhadap Motivasi Belajar Menulis Argumentasi pada Siswa Kelas V SD Negeri 101902 Lubuk Pakam. Pendas: Jurnal Ilmiah Pendidikan Dasar, 9(3)
Mahfujah, A., Siregar, H., Nurjannah, N., & Sujarwo, S. (2025). Penerapan media pembelajaran Wordwall dalam meningkatkan hasil belajar IPA siswa kelas IV SDN 060925 Medan Amplas. Jurnal Pendidikan Tambusai, 9(1), 5735–5739.
Nurmairina, M., Mardhatillah, & Hasanah, H., Lestari, N., & Siregar, N. (2024). Analysis of the Application of the Problem Based Learning Model in Multi Grade Teaching Courses (PKR) at PGSD UMN Al Washliyah Medan. Jurnal Ilmiah Teunuleh, 5(3), 145–152.
Nisrina, A., & Fadlan, M. N. (2024). Pengembangan media pembelajaran berbasis aplikasi Wordwall dengan model TGT materi magnet, listrik, dan teknologi untuk kehidupan kelas V SDS Nurul Huda Medan. Repository UMN Al‑Washliyah.
Nurjannah & Silalahi, C. A. P. (2022). Media E Learning Berbasis Video pada Mata Kuliah Konsep Dasar Semester V PGSD. E Prosiding UMNAW, Vol. 5 No. 1.
Lestari, S. (2018). Peran Teknologi Dalam Pendidikan Di Era Globalisasi. Jurnal Pendidikan Agama Islam, 2(2), 94-100.
Saleh, S. S., Nasution, A. F., Aisyah, D., & Fitriah, D. L. (2024). LKPD Berbasis Kreativitas.
Setyosari, Punaji H. (2016). Metode Penelitian Pendidikan dan Pengembangan. Jakarta: Prenada media Group.
Soekanto, Soerjono, 2017, Sosiologi Suatu Pengantar, PT. Raja Grafindo Persada, Jakarta.
Sugiyono. (2013). Metode Penelitian Kuantitatif, Kualitatif dan R & D. Bandung: Alfabeta.
Sugiyono. (2017). Metode Penelitian dan Pengembangan (Research and Development/R&D). Bandung: Alfabeta.
Sugiyono. (2019). Metode Penelitian. Metode Penelitian Kuantitatif, Kualitatif dan R & D. Bandung: Alfabeta.
Sundayana. R (2014). Statistika Penelitian Pendidikan, Bandung: Alfabeta Sanjaya. W. 2013. Penelitian pendidikan Jenis, Metode, dan Prosedur. Bandung: Prenamedia Group
Sari, W. P., Khayroiyah, S., Ningsih, A. M., Nurjanah, N., & Nasution, H. H. (2024). Penggunaan multimedia interaktif untuk meningkatkan hasil belajar siswa kelas III UPT SDN 060925 Medan Amplas. Jurnal Pendidikan Tambusai, 8(2), 35875–35879.
Zumarnis, W. A. A., Siregar, H., Nurjanah, N., & Siregar, N. (2024). Peningkatan hasil belajar siswa menggunakan media Wordwall pada mata pelajaran Pendidikan Pancasila materi keragaman suku bangsa dan budaya kelas IV SDN 060925 Medan Amplas. Jurnal Pendidikan Tambusai, 8(3), 50131–50135.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.